KR100371456B1 - Three-dimensional image processing system - Google Patents

Three-dimensional image processing system Download PDF

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Publication number
KR100371456B1
KR100371456B1 KR10-1997-0703870A KR19970703870A KR100371456B1 KR 100371456 B1 KR100371456 B1 KR 100371456B1 KR 19970703870 A KR19970703870 A KR 19970703870A KR 100371456 B1 KR100371456 B1 KR 100371456B1
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South Korea
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direction
amount
movement
data
object
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KR10-1997-0703870A
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Korean (ko)
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사토시 니시우미
가즈오 고시마
시게루 미야모토
야스나리 니시다
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닌텐도가부시키가이샤
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Priority to JP28800695 priority
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Abstract

A three-dimension image processing system includes an image processing apparatus and an operating device connected thereto. The operating device includes an analog joystick, and an X counter and a Y counter for outputting inclination amount data for analog joystick. The count values of the X counter and the Y counter are converted into UV coordinate data. The CPU determines an inclination amount as well as an inclination direction. The CPU determines a moving direction of the object based on the inclination direction and a point of eye from which the object is considered to be photographed in a three-dimensional space (camera angle). The CPU determines a moving amount of the object within one frame, i.e. moving speed.

Description

삼차원 화상처리 시스템 Three-dimensional image processing system

종래의 비디오게임기에서는 컨트롤러에 십자키를 설치하고 그 십자키를 조작하는 것에 의하여 디스플레이에 표시된 대상을 이동한다. In a conventional video game machine to install the cross key on the controller and moves the target on the display by operating the cross keys that. 그와 같은 십자키는 이른바 디지탈 조이스틱이고 대상의 이동방향만을 지정할 수 있고 대상의 이동속도는 지시할 수 없다. Cross Keys such is the so-called digital joystick can specify only the direction of movement of the subject and the movement speed of the target can not be indicated.

또한 이와 같은 십자키를 누르고 있는 시간의 길이에 따라서 대상의 이동속도를 변화시키는 방법도 있다. In addition, depending on the length of time as holding such a four-way key, there is a method of changing the moving speed of the object. 이 방법에서는 일정의 누르는 시간 마다 일정의 가속도 또는 일정의 감속도로 대상을 가속 또는 감속한다. In this method, to accelerate or decelerate the acceleration or constant deceleration target of each of the predetermined pressing time schedule. 이 방법에 의하면 디지탈 조이스틱으로도 대상의 이동방향 및 이동속도를 제어할 수 있기는 하지만 다음과 같은 결점이 있다. According to this method it is also a digital joystick can control the moving direction and the moving speed of the object, but has the following drawbacks. 즉 이 방법에서는 소프트웨어의 계산에 의해 결정된 일정의 가감속도로 대상의 속도를 변화할 수 있을 뿐이기 때문에 대상의 이동속도를 임의로 제어할 수는 없다. That is this method, it is impossible to control the moving speed of the target arbitrarily because only be able to change the speed of the target deceleration to a constant determined by the calculation software. 또 누르는 시간에 의해서 속도를 결정하기 때문에 십자키를 일정시간 이상 계속 누르지 않으면 안되고, 응답성이 좋지 않다. In determining the speed by the pressing time because if designed to press to continue the cross keys for longer than a certain period of time, is poor responsiveness.

따라서 본 출원인은 1990년 3월 22일부로 출원공개된 일본 실개평2-41342호에서 십자키의 한 방향에 세가지 접점을 설치하여 십자키의 누르는 량에 따라서 온(ON)되는 접점이 변하는 것을 이용하여 대상의 이동방향뿐만 아니라 이동속도를 변화시킬 수 있는 기술을 제안했다. Therefore, the Applicant has in the third chamber 22 of Japanese Laid-Open No. 2-41342 published application As of January 1990, install the three contacts in one direction of the cross key is pressed according to the amount of the cross key used to change the contact point to be turned on (ON) as well as the direction of movement of the target proposed a technology that could change the movement speed.

그러나 이 종래의 기술에서는 이동방향은 상하좌우의 네방향(및 그들의 중간방향)에 한정되고, 이동속도도 또 3단계로 밖에 변화할 수 없다. However, in this conventional technique is limited in the moving direction in the four directions of up, down, left, and right (and intermediate directions of them), the mobile speed is also not possible to change only in three steps. 결국 이 종래 기술에 있어서도 이동방향 및 이동속도에 있어서 제한이 존재한다. After all this is a limit exists in the moving direction and the moving speed even in the prior art.

또한 아날로그 조이스틱을 비행기의 조종간으로서 이용되는 게임기가 공지되지만 이 게임기에 있어서 아날로그 조이스틱은 비행기의 경사를 제어할 수 있을 뿐으로 이동방향과 이동속도를 제어할 수는 없다. In addition, it is not known a game machine which is used as an analog joystick control stick of an airplane, but can control the moving direction and moving speed by merely analog joystick is able to control the inclination of the plane in this game machine.

본 발명은 삼차원 화상처리 시스템에 관한 것이다. The present invention relates to a three-dimensional image processing system. 특히 본 발명은 아날로그 조이스틱과 같은 조작장치의 조작부재의 경사방향 및 경사량에 따라서 삼차원 공간에 존재하는 것 같은 디스플레이에 표시된 대상을 이동시키는 비디오게임기와 같은 삼차원 화상처리 시스템에 관한 것이다. In particular, the invention relates to a three-dimensional image processing system such as a video game machine for moving the target on the display, such as is present in three-dimensional space according to the tilt direction and the tilt of the operating member of the operating device such as an analog joystick.

도 1은 본 발명의 한 실시예를 나타내는 개략도해도; Figure 1 is a schematic view showing an even if an embodiment of the present invention;

도 2는 도 1의 화상처리장치를 상세히 나타내는 블럭도; Figure 2 is a block diagram showing in detail an image processing apparatus of Figure 1;

도 3은 도 2의 버스제어회로를 보다 상세히 나타내는 블럭도; Figure 3 is a block diagram showing more details of the bus control circuit of Figure 2;

도 4는 도 2의 RAM의 메모리맵을 나타내는 도해도; Figure 4 is an illustrative view showing a memory map of the RAM 2;

도 5는 도 2에 있어서 컨트롤러제어회로를 상세히 나타내는 블럭도; Figure 5 is a block diagram showing in detail a controller control circuit in Figure 2;

도 6은 도 5의 RAM 메모리맵을 나타내는 도해도; Figure 6 is an illustrative view showing a memory map of the RAM 5;

도 7은 도 2의 컨트롤러의 위에서 본 사시도; 7 is a perspective view from above of the controller of Figure 2;

도 8은 도 2의 컨트롤러의 아래에서 본 사시도; 8 is a perspective view seen from below of the controller of Figure 2;

도 9는 컨트롤러 및 확장장치를 상세히 나타내는 블럭도; Figure 9 is a block diagram showing the controller and the expansion unit in detail;

도 10은 컨트롤러의 아날로그 조이스틱 및 각 버튼의 데이터를 나타내는 도해도; Figure 10 is an illustrative view showing an analog joystick and the data for each button on the controller;

도 11은 도 2의 CPU 동작을 나타내는 플로우챠트; Figure 11 is showing the operation of the CPU 2 flowchart;

도 12는 도 2의 버스제어회로 즉 도 3의 RCP(Reality Co-Processor)의 동작을 나타내는 플로우챠트: 12 is a flow chart showing the operation of the RCP (Reality Co-Processor) in Figure 2 of the bus control circuit 3 that is the chart:

도 13은 도 2의 컨트롤러제어회로의 동작을 나타내는 플로우챠트; Figure 13 shows the operation of the controller control circuit of Figure 2 flowchart;

도 14는 도 2의 대상의 위치를 변경하기위한 서브루틴(subroutine)을 나타내는 플로우챠트; Figure 14 is showing a sub-routine (subroutine) for changing the position of the target of Figure 2 flowchart;

도 15는 아날로그 조이스틱의 경사가능범위와 원형보정과의 관계를 나타내는 도해도; Figure 15 is an illustrative view showing the relationship between the tiltable range of the analog joystick and the circular correction;

도 16은 대상의 이동방향을 나타내는 도해도이다. Figure 16 is an illustrative view showing the moving direction of the object.

따라서, 본 발명의 주된 목적은 응답성이 좋고, 이동방향 및 이동속도의 양방을 임의로 제어할 수 있는 삼차원 화상처리 시스템을 제공하는 것이다. Therefore, the main object of the present invention has good responsiveness, to provide a three-dimensional image processing system capable of optionally controlling both the moving direction and the moving speed.

본 발명은 디스플레이에 접속된 프로그램에 따라서 삼차원 공간에 존재하는 대상을 디스플레이로 표시하는 화상데이터를 발생하는 화상처리장치와 기단이 회전가능하게 지지됨과 동시에 자유단이 조작자에 의해 조작되는 조작부재를 포함하고, 조작부재의 움직임에 따라서 화상데이터에 변화를 낳게 할 수 있는 조작장치를 포함한 삼차원 화상처리 시스템에 있어서, 상기 조작장치는 조작부재의 경사량을 검출하여 경사량데이터를 출력하는 경사량데이터 출력수단을 포함하고, 화상처리장치는 경사량데이터에 기초하여 삼차원 공간에서 대상의 이동방향을 결정하는 방향결정수단, 경사량데이터에 기초하여 대상을 디스플레이의 1 프레임으로 이동해야만 하는 이동량을 결정하는 이동결정수단, 이동방향 및 이동량에 따라서 삼차원 공간에서 대상의 The invention soon as the image processing apparatus and a base end for generating image data representing the object present in the three-dimensional space to display rotatably supported in accordance with a program connected to the display at the same time, includes an operation member which is a free end manipulated by the operator and, according to the operating member moves in the three-dimensional image processing system including an operating device that can be earned to change to the image data, wherein the control device is tilt detected inclination amount data output for outputting inclination amount data for the operating member and means, and the image processing device is moved to determine the amount of movement that the basis for tilt data based on the direction determining means, the inclination amount data for determining the direction of movement of the object in three-dimensional space must move the object in one frame of the display the determination means, the moving direction and moving amount of the object in three-dimensional space according 위치를 결정하는 위치결정수단 및 위치결정수단에 의해 결정된 위치에 대상을 표시하는 화상데이터를 출력하는 화상데이터 출력수단을 구비하는 것을 특징으로 하는 삼차원 화상처리 시스템이다. A three-dimensional image processing system, characterized in that for displaying the target on the determined position by the positioning means and the positioning means for determining the position having the image data output means for outputting the image data.

조작장치는 예를 들면 아날로그 조이스틱이고 기단이 일정각도 범위에서 회전가능하게 지지됨과 동시에 자유단이 조작자에 의해 조작되는 조작부재를 포함하며 조작부재는 조작자의 조작에 따라서 임의의 방향으로 경사를 가지게 된다. The operating device is for example an analog joystick and the base end as soon rotatably supported in a predetermined angle range at the same time, includes an operation member which is a free end manipulated by the operator, and the operating member will have a tilt in any direction according to the operation of the operator . 예를 들면 X카운터 및 Y카운터와 같은 경사량데이터 출력수단이 조작부재의 경사량을 검출하고 경사량데이터를 출력한다. For example, inclination amount data output means such as an X counter and a Y counter detects the tilt of the operating member to output inclination amount data.

화상처리장치는 프로그램기억수단을 가지며, 이 프로그램기억수단으로는 화상처리장치 본체에 자유롭게 붙이고 떼도록 장착된 외부기억장치가 바림직하다. The image processing apparatus has a program storing means, the program storage means to the external storage device is mounted so as to freely attach flock to the image processing apparatus main preferable gradation. 이 프로그램기억수단의 프로그램에 따라 예를 들면 CPU로 구성된 방향결정수단 및 이동량결정수단은 각각 조작장치로부터 경사량데이터에 기초하여 삼차원 공간에서 대상의 이동방향 및 대상을 디스플레이의 1프레임으로 이동해야하는 이동량을 결정한다. Depending on the program storage means a program for example, the direction determining means and a moving amount determining means comprised of CPU, amount of movement must move the moving direction and the destination of the destination to one frame of the display in three-dimensional space based on the inclination amount data from each control device to be determined.

구체적으로는 X카운터 및 Y카운터의 카운터수치를 UV좌표에 정규화하고 변환한다. Specifically, it normalizes the counter value of the X counter and the Y counter to the UV coordinates are converted. CPU는 그 UV좌표위치(u, v)에 의해 경사량(L)을 구함과 동시에 경사방향(tan - 1)을 구한다. CPU is the UV coordinate position (u, v) an oblique direction at the same time as the wanted inclination amount (L) by - get (tan 1). 방향결정수단은 예를 들면 CPU이고, 그 경사방향(tan -1 )과 삼차원 공간에 있어서 대상을 촬영하고 있다고 가정되는 시점(카메라각)에 기초하여 대상의 이동방향을 결정한다. The direction determining means is for example a CPU, and determines the direction of movement of the object based on the inclination direction point (each camera) that is assumed that the shooting target according to (tan -1) and a three-dimensional space. 이동량결정수단은 예를 들면 CPU이고, 경사량(L)과 최대속도(max-speed)에 기초하여 대상의 1프레임에서의 이동량, 즉 이동속도를 결정한다. Shift amount determining means is for example a CPU, based on the inclination amount (L) and the maximum speed (max-speed) determines the amount of movement, that is, the moving speed of the object in one frame.

따라서 위치결정수단은 이동방향 및 이동량에 따라서 삼차원 공간에서 대상의 위치를 결정한다. Therefore, position determination means determines the position of the target in three-dimensional space according to the movement direction and movement amount. 그 때문에 화상데이터출력수단이 그 위치에 대상을 표시할 수 있는 화상데이터를 출력한다. Therefore, image data output means outputs the image data to display the object at that location.

본 발명에 의하면 아날로그 조이스틱과 같은 하나의 조작장치를 조작하는 것에 의해 대상의 이동방향 및 이동량(이동속도)을 제어할 수 있다. According to the present invention can control the moving direction and the moving amount (moving speed) of the destination by operating the one operating device such as an analog joystick.

본 발명의 상술의 목적, 그 외의 목적, 특징 및 이점은 도면을 참조하여 행하는 이하의 실시예의 상세한 설명으로 한층 명확하게 될 것이다. The purpose of the above-described of the present invention, and other objects, features and advantages of the invention will be carried out the following detailed description carried out with reference to the example diagram more apparent from.

도 1은 본 발명의 한 실시예인 삼차원 화상처리 시스템의 시스템구성을 나타내는 외관도이다. Figure 1 is an external view showing a system configuration of an embodiment of a three-dimensional image processing system of the present invention. 화상처리 시스템은 예를 들면 비디오게임시스템이고, 화상처리장치본체(10)와 외부기억장치의 일예인 ROM카트리지(20)와 화상처리장치본체(10)에 접속된 표시수단의 일예인 모니터(30)와 조작수단의 일예인 컨트롤러(40)와 컨트롤러(40)에 자유롭게 떼고 붙이도록 장착된 확장장치의 일예인 RAM카트리지(50)를 포함하여 구성된다. The image processing system is for example a video game system, and the image processing apparatus main body 10, and one example the monitor of the display unit connected to one example ROM cartridge 20 and the image processing apparatus main body 10 of the external storage apparatus (30 ) and the operating means is one comprising a towing controller 40 and the controller (one example RAM cartridge 50 of the expansion unit attached to attach, release free in 40). 또한 외부기억장치는 게임등의 화상처리를 위한 화상데이터와 프로그램데이터를 기억함과 동시에 필요에 따라서 음악과 효과음 등의 음성데이터를 기억하는 것이고, ROM카트리지에 대신하여 CD-ROM과 자기디스크를 이용해도 좋다. In addition, the external memory device is also possible to use image data and programs necessary data at the same time remembering is to store audio data, such as music and sound effect, in place of the ROM cartridge, CD-ROM and a magnetic disk for image processing such as a game good. 조작수단은 이 실시예의 화상처리시스템이 퍼스널컴퓨터에 적용된 경우에는 키보드와 마우스등의 입력장치가 이용된다. When the operating means is the image processing system of this embodiment is applied to a personal computer, an input device such as keyboard and mouse can be used.

도 2는 이 실시예의 화상처리시스템의 블럭도이다. 2 is a block diagram of the embodiment of the image processing system. 화상처리장치(10)에는 중앙처리유닛(이하「CPU」)(11) 및 버스제어회로(12)가 내장된다. The image processing device 10 is a built-in central processing unit (hereinafter "CPU") 11 and a bus control circuit 12. 버스제어회로(12)에는 ROM카트리지(20)를 자유롭게 붙이고 떼게 장착하기 위한 카트리지용 커넥터(13)가 접속됨과 동시에 RAM(14)이 접속된다. Soon as the bus control circuit cartridge connector (13) for mounting (12) is freely attached ttege ROM cartridge (20) is connected at the same time is connected to the RAM (14). 또한 버스제어회로(12)에는 CPU(11)에 의해 처리된 음성신호를 출력하기 위한 음악신호발생회로(15) 및 화상처리신호를 출력하기위한 화상신호발생회로(16)가 접속되고, 또한 한개 또는 복수의 컨트롤러(40)의 조작데이터 및/또는 ROM카트리지(50)의 데이터를 직렬(serial)로 전송하기 위한 컨트롤러제어회로(17)가 접속된다. In addition, the bus control circuit 12 is connected to an image signal generation circuit 16 for outputting a music signal generation circuit 15 and the image processing signal for outputting the audio signal processed by the CPU (11), also one or the controller control circuit 17 for transmitting data on the control data and / or a ROM cartridge 50 of the plurality of controllers (40) in series (serial) is connected. 컨트롤러제어회로(17)에는 화상처리장치(10)의 전면에 설치된 컨트롤러용 커넥터(이하「커넥터」로 약칭함)(181∼184)가 접속된다. The controller control circuit 17 has a controller connector provided at the front (hereinafter referred to as "connector") (181-184) of the image processing apparatus 10 is connected. 커넥터(18)에는 접속용 잭(41) 및 케이블(42)을 통해서 컨트롤러(40)가 자유롭게 붙이고 떼게 접속된다. Connector 18 is connected to the free ttege attached controller 40 through a jack 41 and a cable 42 for connection. 이러한 커넥터(181∼184)에 컨트롤러(40)를 접속하는 것에 의해 컨트롤러(40)가 화상처리장치(10)와 전기적으로 접속되어 상호간의 데이터의 송수신이 가능하게 된다. Controller 40, by connecting the controller 40 to these connectors (181-184) is electrically connected to the image processing apparatus 10, thereby enabling transmission and reception of data mutually.

보다 구체적으로는 버스제어회로(12)는 CPU(11)에서 버스를 통해서 평행(parallel)신호로 출력된 커맨드를 받아 평행직렬 변환하여 직렬신호에서 커맨드를 컨트롤러제어회로(17)로 출력하고, 동시에 컨트롤러회로(17)로부터 입력된 직렬신호의 데이터를 평행신호로 변환하여 버스로 출력한다. More specifically, and outputs it to the bus control circuit 12 is a CPU (11) in parallel (parallel) receiving a command output signals control a command from the serial signal by a parallel-serial conversion controller circuit 17 via a bus, and at the same time converting data in the serial signal input from the controller circuit 17 to the parallel signal and outputs it to the bus. 버스로부터 출력된 데이터는 CPU(11)에 의해 처리되거나 RAM(14)에 기억되는 등의 처리가 행해진다. The data output from the bus is conducted a process such as to be processed by the CPU (11) or stored in the RAM (14). 바꿔 말하면 RAM(14)은 CPU(11)에 의해 처리된 데이터를 일시 기억하기 위한 메모리이고, 버스제어회로(12)를 통해서 데이터의 판독·입력이 가능하게 된다. In other words, RAM (14) is a memory for storing the data processed by the CPU (11) date and time, and the reading, the input of data made possible through the bus control circuit 12.

또한 도 2의 화상처리장치(10)에 포함된 버스제어회로(12)는 구체적으로는 도 3에 나타난 바와 같이 RISC프로세서인 RCP(reality Co-Processor)로 구성되며, I/O제어(121), 신호프로세서(122) 및 묘화프로세서(123)를 포함한다. In addition, the bus control circuit 12 included in the image processing apparatus 10 of Figure 2 is specifically consists of RCP (reality Co-Processor) in a RISC processor, as shown in Figure 3, I / O control 121 and a signal processor 122 and the rendering processor (123). I/O제어(121)는 CPU(11)와 RAM(14) 사이의 데이터전송을 제어할 뿐만 아니라 신호프로세서(122) 및 묘화프로세서(123)와 RAM(14) 및 CPU(11)와의 사이의 데이터의 흐름을 제어한다. I / O control unit 121 between the CPU (11) and RAM (14), the signal processor 122 as well as to control the transfer of data between and rendering processor 123 and the RAM (14) and a CPU (11) It controls the flow of data. 즉 CPU(11)로부터의 데이터는 I/O제어(121)를 통해 RAM(14)에 주어지며, RAM(14)으로부터의 데이터는 신호프로세서(122) 및 묘화프로세서(123)로 전송되어 처리된다. I.e. the data from the CPU (11) is given in the RAM (14) via the I / O control 121, the data from the RAM (14) is processed is sent to the signal processor 122 and the rendering processor (123) . 신호프로세서(122) 및 묘화프로세서(123)는 RAM(14)에서 전해진 음악신호데이터 및 화상처리신호데이터를 처리하고, 그것을 다시 RAM(14)에 저장한다. Signal processor 122 and the rendering processor 123 is processing the music signal data and image signal data processing has come from the RAM (14), and stores it again in the RAM (14). 그리고 I/O제어(121)가 CPU(11)의 지시에 따라서 RAM(14)으로부터 음악신호데이터 및 화상신호데이터를 판독하여 음악신호발생회로(D/A컨버트)(15) 및 화상신호발생회로(D/A컨버트)(16)에 부여한다. And I / O control 121 and in accordance with an instruction of the CPU (11) reads the music signal data and image signal data from the RAM (14), a music signal generating circuit (D / A conversion) 15, and an image signal generation circuit It is given in (D / a conversion) 16. 음악신호는 커넥터(195)를 통해서 TV모니터(30)에 포함된 스피커(31)에 부여된다. Music signals are given to the speaker 31 included in the TV monitor 30 through the connector 195. 화상신호는 커넥터(196)를 통해서 TV모니터(30)에 포함된 디스플레이(32)에 부여된다. An image signal is given to a display 32 included in the TV monitor 30 through the connector 196.

또한 도 3에 나타난 바와 같이 외부ROM(20)에 대신하여 또는 외부ROM(20)과함께 광학디스크와 자기디스크로부터 데이터를 판독 또는 그것에 데이터를 입력할 수 있는 디스크드라이버(21)가 화상처리장치(10)에 접속되어도 좋다. In addition, the image processing apparatus the disk driver 21 to enter the optical disk and read out or it data the data from the magnetic disk with, or in an external ROM (20) instead of the external ROM (20) As shown in Figure 3 ( It may be connected to 10). 이 경우 디스크드라이버(21)는 커넥터(197)를 통해서 RCP(12) 즉 I/O제어(121)에 접속된다. In this case, the disc driver 21 is connected to the RCP (12) that is the I / O control 121 via a connector 197.

도 4는 CPU(11)의 메모리공간에 분배된 각 메모리의 영역을 나타내는 도이다. 4 is a diagram showing a region of the memory allocated to the memory space of the CPU (11). CPU(11)가 버스제어회로, 즉 RCP(12)를 통해서 억세스할 수 있는 RAM(14)은 화상처리장치(10)에 게임을 위한 화상신호를 발생시키기 위해서 필요한 화상데이터를 기억한 화상데이터영역(201)과 CPU(11)가 소정의 동작을 행하기 위해서 필요한 프로그램데이터를 기억한 프로그램데이터 영역(202)을 포함한다. The bus control CPU (11) circuit, i.e. RCP (12) RAM (14) that can be accessed through the necessary image data region storing the image data in order to generate an image signal for a game in the image processing device 10 201 and the CPU (11) that includes a program data area 202 stores program data required in order to perform a predetermined operation. 프로그램영역(202)에는 화상데이터(201)에 기초하여 화상표시를 행하기 위한 화상표시프로그램, 계시처리를 행하기위한 계시프로그램 및 커트리지(20)와 후술할 확장장치(50)가 소정의 관계에 있는 것을 판단하기 위한 판단프로그램이 고정적으로 기억되고 있다. Program area 202 has a predetermined relationship revealed program and cutting ridge 20 and the expansion device 50 to be described later for performing image display program, revealed processing for performing image display based on the image data (201) the determination program for determining that there is a fixed remember. RAM(14)은 또한 컨트롤러패드로부터 조작상태를 나타내는 데이터를 일시 기억하는 영역(141)과 대상의 이동속도(디스플레이 1프레임에 있어서 대상이 이동하는 이동량)의 데이터를 저장하기 위한 속도데이터영역(142)을 포함한다. RAM (14) also speed data areas (142 for storing data of the (target movement amount for moving in the display one frame), the temporary storage area 141 and the moving speed of the target to the data indicating the operational status from the controller pad ) a.

컨트롤러제어회로(17)는 버스제어회로 즉 RCP(12)와 커넥터(181∼184)의 사이에서 데이터를 직렬로 송수신하기 위해서 설치되고 도 5에 나타난 바와 같이 데이터전송제어회로(171), 송신회로(172), 수신회로(173) 및 송수신데이터를 일시 기억하기 위한 RAM(174)을 포함한다. The controller control circuit 17 has the bus control circuit that is RCP (12) and the connector, as indicated data between the (181-184) to be provided in order to transmit and receive in series Fig data transfer control circuit 171, a transmission circuit 172, includes a receiving circuit 173 and a RAM (174) for temporarily storing transmission and reception data. 데이터전송제어회로(171)는 데이터전송기에 데이터포멧을 변환하기 위해서 평행직렬변환회로와 직렬평행변환회로를 포함함과 동시에 RAM(174)의 입력판독제어를 행한다. The data transfer control circuit 171 performs input of the read control and at the same time includes a parallel-serial conversion circuit and a serial parallel conversion circuit for converting the data format to the data transfer RAM (174). 직렬평행변환회로는 버스제어회로(12)로부터 공급되는 직렬데이터를 평행데이터로 변환하여 RAM(174) 또는 송신회로(172)에 부여한다. A serial parallel conversion circuit converts serial data supplied from the bus control circuit 12 into parallel data is given to the RAM (174) or the transmitting circuit 172. The 평행직렬변환회로는 RAM(174), 또는 수신회로(173)로부터 공급된 평행데이터를 직렬데이터로 변환하여 버스제어회로(12)에 부여한다 송신회로(172)는 데이터전송제어회로(171)로부터 공급된 컨트롤러(40)의 신호입력제어를 위한 데이터 및 RAM카트리지(50)로 입력데이터(평행데이터)를 직렬데이터로 변환하여 복수의 컨트롤러(40)의 각각에 대응하는 채널(CH1∼CH4)로 송신한다. Parallel-serial conversion circuit from the RAM (174), or the receiving circuit gives the parallel data supplied from the 173, to convert the bus control circuit 12 by a serial data transmission circuit 172 is the data transfer control circuit 171 the input data (parallel data) into the data RAM and the cartridge (50) for the control signal input of the feed controller 40 to the channel (CH1~CH4) corresponding to each of the plurality of controller 40 is converted into serial data It transmits. 수신회로(173)는 각 컨트롤러(40)에 대응하는 채널(CH1∼CH4)로 입력된 각 컨트롤러(40)의 조작상태를 나타내는 데이터 및 RAM카트리지(50)으로 부터 판독데이터를 직렬데이터로 수신하고 평행데이터로 변환하여 데이터전송제어회로(171)에 부여한다. Reception circuit 173 receives the read data from the channel data, and a RAM cartridge 50 indicating the operating state of each controller 40 is input to the (CH1~CH4) corresponding to each of the controller 40 into serial data parallel conversion to the data will be given to the data transfer control circuit 171.

컨트롤러제어회로(17)의 RAM(174)은 도 6의 메모리맵에 나타난 바와 같이 기억영역(174a∼174h)을 포함한다. The RAM (174) of the controller control circuit 17 includes a storage area (174a~174h) as shown in the memory map of FIG. 구체적으로는 영역(174a)에는 한 채널용의 커맨드가 기억되고, 영역(174b)에는 한 채널용의 송신데이터 및 수신데이터가 기억된다. Specifically, the region (174a) there is stored a command for the channel, the region (174b) has stored the transmission data and reception data for a channel. 영역(174c)에는 두 채널용의 커맨드가 기억되고, 영역(174d)에는 두 채널용의 송신데이터 및 수신데이터가 기억된다. Region (174c) has been stored and the command for the two channels, the region (174d) has stored the transmission data and reception data for the two channels. 영역(174e)에는 세 채널용의 커맨드가 기억되고, 영역(174f)에는 세 채널용의 송신데이터 및 수신데이터가 기억된다. Region (174e) there is stored a command for the three channels, the region (174f) is stored, the transmission data and reception data for the three channels. 영역(174g)에는 네 채널용의 커맨드가 기억되고, 영역(174h)에는 네 채널용의 송신데이터 및 수신데이터가 기록된다. Region (174g), the command for the four channels is stored, an area (174h) is recorded in the transmission data and reception data for the four channels.

따라서 데이터전송제어회로(171)는 버스제어회로(12)로부터 전송된 데이터 또는 수신회로(173)에서 수신된 컨트롤러(40)의 조작상태데이터와 RAM카트리지(50)의 판독데이터를 RAM(174)에 입력제어하거나 버스제어회로(12)로부터의 명령에 기초하여 RAM(174)의 데이터를 판독하여 버스제어회로(12)로 전송하도록 움직인다. Therefore, the data transfer control circuit 171 is a bus control circuit reads data to RAM (174) of the data or receiving the operation state data and the RAM cartridge 50 of the controller 40 is received at the circuit 173 transmitted from a 12 input control or read out the data from the RAM (174) in accordance with an instruction sent from the bus control circuit 12 to move the bus to transmit to the control circuit 12.

도 7 및 도 8은 컨트롤러(40)의 표면의 외부사시도이다. 7 and 8 are external perspective view of the surface of the controller 40. 컨트롤러(40)은 양손 또는 한손으로 쥘 수 있는 상태이거나 그 하우징의 외부에는 누르는 것에 의해 전기적신호를 발생하는 복수의 버튼과 수직으로 직립한 조작부가 돌출하여 형성된다. Controller 40 with both hands or with one hand-held or condition that can be formed by projecting a plurality of keys and the control panel with a vertical upright for generating an electric signal by pressing the outside of the housing. 구체적으로는 컨트롤러(40)는 상하우징과 하하우징으로 구성된다. Specifically, it is controller 40 is composed of the housing and the lower housing. 컨트롤러(40)의 하우징에는 횡쪽으로 긴 평행상태를 갖는 상면에 조작부 영역이 형성된다. The housing of the controller 40, the operation unit regions are formed on the upper surface with a long side parallel to the lateral. 컨트롤러(40)의 조작부 영역에는 좌측에 십자형의 디지탈방향스위치(이하「십자스위치」라 함)(403)가 설치되고 우측에 복수의 버튼스위치(이하 간단히「스위치」라 약칭함)(404A∼404F)가 설치되고 횡방향의 대략적인 중앙부에는 시작스위치(405)가 설치되고 중앙하부에 아날로그입력가능한 조이스틱(45)이 설치된다. The operation area of ​​the controller 40, the digital switch in the cross direction to the left (hereinafter abbreviated simply referred to as "switch") (hereinafter referred to as "cross switch" hereinafter) 403 are installed, a plurality of buttons on the right side of the switch (404A~404F ) it is installed and the approximate center in the lateral direction is provided with a start switch 405 are provided by the analog input joystick 45 to the central lower part. 십자스위치(403)는 주인공 캐릭터 또는 커서(cursor)의 이동방향을 지시하는 방향스위치이고, 상, 하, 좌, 우의 압점을 갖고 네방향의 이동을 지정하는데 사용된다. Four-way switch 403 is a direction switch for instructing the moving direction of the main character or the cursor (cursor), having a top and bottom, left and right pressure points used to specify the movement of the four directions. 스위치(404A∼404F)는 게임소프트에 의해 상이하지만 예를 들면 슈팅게임에서는 미사일 발사 버튼 , 액션게임에서는 점프, 킥과 물건을 취하는 등의 각종의 동작을 지시하기 위해서 사용된다. Switch (404A~404F) is used to give an indication of the various operations, such as different by game soft, but for example the shooter missile fire button, the jump action game, taking a kick and goods. 조이스틱(45)은 십자스위치(403) 대신에 대상의 이동방향 밑 이동속도를 지시하기 위해서 이용되지만 360도 전각도범위의 방향지시가 가능하기 때문에 아날로그방향지시스위치로서 이용된다. Joystick 45 is used to instruct the movement speed under the direction of movement of the target in place of the cross switch 403, 360, but is also used as an analog direction indicating switch to be also due to full size in the range of the direction indication.

컨트롤러(40)의 하우징에는 조작부 영역의 세개소의 밑쪽으로 돌출하도록 세가지의 그립(402L, 402C 및 402R)이 형성된다. All three of the grip (402L, 402C and 402R) is formed in the housing of the controller 40, so as to project toward the base of the three portions of the operation region. 그립(402L, 402C 및 402R)은 손으로 쥔 때에 손바닥과 중지, 약지, 세끼손가락으로 형성된 막대형상이고 붙은 뿌리부분이 조금 가늘고 중앙에서 두껍고 해방단(도 7의 아래쪽)을 향하여 가늘게 형성된다. Grip (402L, 402C and 402R) is jwin when the hand is formed thinner toward the (downward in FIG. 7) with stop palm, finger, rod-shaped formed meals and a finger attached to the root portion is a little thick and thin in the middle, the liberation stage. 컨트롤러(40)의 밑하우징의 중앙상부에는 확장장치인 RAM카트리지(50)를 자유롭게 붙이고 떼게 장착하기 위한 삽입구(409)가 뒷면보다 돌출하여 형성된다. The central upper portion of the lower housing of the controller 40 has an insertion slot 409 for mounting attached to the RAM cartridge 50, the expansion unit is formed to protrude freely ttege than the back. 하우징의 상변측면의 좌우에는 플레이어가 좌우의 검지를 연장한 위치에 대응하는 위치에 버튼스위치(406L) 및 버튼(406R)이 설치된다. Right and left of the upper side of the housing is provided with a player-button switch (406L) and the button (406R) at a position corresponding to a position extending to the left and right index finger of. 중앙의 그립(402C)의 붙은 뿌리부분의 뒷면에는 십자스위치(403) 대신에 조이스틱(45)을 사용하는 경우에 스위치(406L)를 대신하는 기능의 스위치로서 "407"이 설치된다. The "407" is provided as a switch instead of the function of the switch (406L) attached to the rear of the root portion is when using a joystick (45) in place of the cross switch 403 of the central grip (402C).

하우징의 아래 중반의 배면측은 밑면방향으로 연장되고, 그 끝단에는 개구부(408)가 형성되어 있다. Side of the middle of the bottom of the housing rear surface and extending in the bottom direction, and its end is formed with an opening (408). 개구부(408)의 안에는 확장카트리지(50)가 거기에 접속된 커넥터(도시하지 않음)가 설치되어 있다. Have a connector (not shown) connected to the expansion cartridge 50 inside the opening 408, there is provided. 또한 개구부(408)에 삽입된 카트리지(50)를 배출하기 위한 레버(409)가 개구부(408)에 형성되어 있다. In addition, there is a lever 409 for discharging the cartridge 50 inserted into an opening 408 is formed in the opening 408. 그리고 상기의 확장카트리지(50)을 삽입하는 개구부(408)의 레버(409)의 반대측에는 절개(410)가 형성되고 이 절개(410)는 레버(409)를 이용하여 확장카트리지(50)를 꺼내는 때에 확장카트리지(50)를 끄집어내기 위한 공간을 형성한다. And, the incision 410 is the opposite side of the lever 409 of the opening 408 to insert the expansion cartridge 50 in the above is formed in the incision 410 with the lever 409 to retrieve the extension cartridge 50 time to form a space intended to pull out the extension cartridge 50.

도 9는 컨트롤러(40) 및 확장장치의 일예인 RAM카트리지(50)의 상세한 회로도이다. Figure 9 is a detailed circuit diagram of controller 40 and one example RAM cartridge 50 of the expansion unit. 컨트롤러(40)의 하우징내에는 각 스위치(403∼407) 또는 조이스틱(45) 등의 조작상태를 검출하고 동시에 그 검출의 데이터를 컨트롤러제어회로(17)로 전송하기 위하여 조작신호회로(44) 등의 전자회로가 내장된다. Housed in a controller 40, such as an operating signal circuit 44 to transmit data for detecting the operation state, such as the switches (403-407), or joystick (45) and at the same time the detection to the controller control circuit 17 the electronic circuit is built. 조작신호회로(44)는 수신회로(441), 제어회로(442), 스위치신호검출회로(443), 카운터회로(444), 송신회로(445), 조이스틱포트제어회로(446), 리셋회로(447) 및 NOR게임(448)을 포함한다. Operating signal circuit 44 is a receiving circuit 441, a control circuit 442, a switch signal detecting circuit 443, counter circuit 444, a transmission circuit (445), joystick port control circuit 446, a reset circuit ( 447) and a NOR games (448).

수신회로(441)는 컨트롤러제어회로(17)에서 송신된 제어신호와 RAM카트리지(50)로의 입력데이터 등의 직렬신호을 평행신호로 변화하여 제어회로(442)에 부여한다. The reception circuit 441 is given to the controller control circuit 17. The control signal and the RAM cartridge serial sinhoeul to change a parallel signal control circuit 442, such as input data to the 50 transmission in. 제어회로(442)는 컨트롤러제어회로(17)에서 송신된 제어신호가 조이스틱(45)의 X, Y좌표의 리셋신호인 때 리셋신호를 발생하여 NOR게이트(448)를 통해서 카운터(444)에 포함된 X축용 카운터(444X)와 Y축용카운터(444Y)의 계수치를 리셋(0)시킨다. The control circuit 442 comprises a counter 444 through the NOR gate 448 to generate a reset signal when the reset input of the X, Y coordinates of the control signal is a joystick (45) transmitted from the controller control circuit 17 the resets (0) the counter value of the X-axis counter (444X) and a Y-axis counter (444Y). 조이스틱(45)는 리버의 경사방향의 X축방향과 Y축방향으로 분해하여 경사량에 비례한 펄스수를 발생하도록 X축용과 Y축용의 포토인터래프트를 포함하여 각각의 펄스신호를 카운터(444X)와 카운터(444Y)에 부여한다. Joystick 45 is a counter for each of the pulses of the signal including picture inter rafts in the X-axis and one for Y-axis to break the X-axis direction and Y axis direction of the inclination direction of the river so as to generate a number of pulses proportional to the tilt (444X ) and imparts to the counter (444Y). 카운터(444X)는 조이스틱(45)이 X축방향으로 기울어진 때 그 경사량에 따라서 발생되는 펄스수를 계수한다. Counter (444X) is count the number of pulses generated according to the inclination amount when the joystick binary 45 is inclined in the X-axis direction. 카운터(444Y)는 조이스틱(45)이 Y축방향으로 기울어진 때 그 경사량에 따라서 발생된 펄스수를 계수한다. Counter (444Y) are counting the number of generated pulses in accordance with the inclination amount when the joystick binary 45 is inclined in the Y-axis direction. 카운트(444)Y는 조이스틱(45)이 Y축방향에 기울어진 때 그 경사량에 따라서 발생된 펄스수를 계수한다. Counting (444) Y is true when the joystick 45 is inclined in the Y-axis direction and counting the number of generated pulses in accordance with the tilt amount. 따라서 후술과 같이 카운터(444X) 및 카운터(444Y0의 계수치에 의해 결정된 X축과 Y축의 합성헤크도르에 의해 대상 또는 커서의 이동방향과 이동속도가 결정되게 된다. Thus it is to be described later and, as a counter (444X) and a counter (the moving direction and moving speed of the cursor or object determined by the X-axis and Y-axis composite hekeu D'determined by the counted value of 444Y0.

또한 카운터(444X) 및 카운터(444Y)는 전원투입시에 리셋신호발생회로(447)로부터 부여된 리셋신호 또는 조작자가 미리 정한 두가지의 스위치가 동시에 눌러진 때 스위치신호검출회로(443)로부터 부여된 리셋신호에 의해서도 그 계수치가 리셋된다. In addition, the grant from the counter (444X) and a counter (444Y), when the reset signal or both of the switches is predetermined operator given from the reset signal generating circuit 447 when the power is turned pressed at the same time the switch signal detection circuit 443 is the counted value are reset by the reset signal.

스위치신호검출회로(443)는 제어회로(442)로부터 일정주기(예를 들면 텔레비젼의 프레임주기의 1/30초 간격)로 주어진 스위치상태의 출력지령신호에 응답하여십자스위치(403) 스위치(404A∼404F, 405, 406L 및 407)의 누름상태에 의한 변화하는 신호를 입력, 그것을 제어회로(442)로 부여한다. Switch signal detecting circuit 443 is a predetermined period from the control circuit 442 (for example, 1/30 second interval of the frame period of a television) in response to an output command signal for a given switch state four-way switch 403, the switch (404A inputting the signal which changes according to the stroke state of ~404F, 405, 406L and 407), and gives it to the control circuit 442.

제어회로(442)는 커트롤러제어회로(17)로부터의 조작상태데이터의 판독지령신호에 응답하여 각 스위치(403∼407)의 조작상태데이터 및 카운터(444X, 444Y)의 계수치를 소정의 데이터포맷의 순서로 송신회로(445)에 부여한다. The control circuit 442 is a predetermined data format the counted value of the operation state data, and a counter (444X, 444Y) of the switches (403-407) in response to a read command signal of the operation state data from the cutting roller control circuit 17 in the order is given to the transmission circuit 445. 송신회로(445)는 제어회로(442)로부터 출력된 이들 평행신호를 직렬데이터로 변환하여 변환회로(43) 및 신호선(42)을 통하여 컨트롤러제어회로(17)로 전송한다. And it transmits it to the transmitting circuit 445, a control circuit 442, the conversion thereof to the parallel signals into serial data by the conversion circuit 43 and the signal line 42, the controller control circuit 17 is output from.

또 제어회로(442)에는 어드레스버스, 데이터버스 및 포트커넥트(46)를 통해서 포트제어회로(446)가 접속된다. In control circuit 442, the port control circuit 446 through an address bus, a data bus and a port-connected 46 is connected. 포트제어회로(446)는 확장장치의 일예인 RAM카트리지(50)가 포트커넥터(46)에 접속되어 있을 때 CPU(11)의 명령에 따라서 데이터의 입출력제어(또는 송신제어)를 행한다. Port control circuit 446 performs input-output control (or control transmission) of data according to the command of the CPU (11) when one example RAM cartridge 50 of the expansion unit is connected to the port connector 46. RAM카트리지(50)는 어드레스 및 데이터버스에 RAM(51)을 접속하여 RAM(51)에 전원을 공급하기위한 전지(52)를 포함하고 구성된다. RAM cartridge 50 is connected to a RAM (51) to the address and data bus includes a battery 52 for supplying power to the RAM (51) and configured. RAM(51)은 어드레스버스를 이용하여 접근 가능한 최대메모리용량 중 반이하의 용량인 RAM이며, 예를 들면 256k비트의 RAM으로 이루어진다. RAM (51) is less than half the capacity of the RAM of the maximum memory capacity accessible by using an address bus, for example, formed of a 256k-bit RAM. 이 RAM(51)은 게임에 관련한 백업데이터를 기억하는 것이고, RAM카트리지(50)가 포트커넥트(46)로부터 빠져도 전지(52)로부터 전원공급을 받아서 기억데이터를 간직한다. A RAM (51) is to store the backup data associated with the game, a RAM cartridge 50 receives power from misses the battery 52 from the port-connected (46) retains the stored data.

도 10은 화상처리장치가 컨트롤러(40)로부터 스위치(403∼407) 및 조이스틱(45)의 각 조작상태를 나타내는 데이터를 판독할 때의 데이터포맷을 나타낸 것이다. Figure 10 shows a data format at the time of reading data by the image processing apparatus to represent each of the operation state of the controller 40, the switch (403-407) and a joystick (45). 컨트롤러(40)에 의해 발생된 데이터는 4바이트의 데이터로 이루어진다. The data generated by the controller 40 is composed of 4 bytes of data. 제 1 바이트째의 데이터는 B, A, G, START, 상, 하, 좌 및 우, 즉 스위치(404B,404A, 407, 405) 및 십자스위치(403)의 상하좌우의 각 압점이 누러지고 있는 것을 나타내고 예를 들면 B버튼 스위치(404B)가 눌려지면 제 1 바이트째의 최상위 비트가「1」이 된다. First data byte is B, A, G, START, upper, lower, left and right, that is the switch for each pressure point of a (404B, 404A, 407, 405) and sides of the four-way switch 403 is being nureo It indicates that the example B-button switch (404B) is pressed when the most significant bit of the first byte becomes "1". 이와 같이 제 2바이트째는 JSRST, 0(실시예에서는 사용하고 있지않음), L, R, E, D, C 및 F 즉 스위치(409, 406L, 406R, 404E, 404D, 404C, 404F)가 눌려지고 있는 것을 나타낸다. Thus, the second byte is pressed the JSRST, 0 (embodiment not using), L, R, E, D, C and F, i.e., switch (409, 406L, 406R, 404E, 404D, 404C, 404F) It shows that getting. 제 3 바이트째는 조이스틱(45)의 X방향의 경도각도에 따른 수치인 X 좌표(X카운터(444X)의 계수치)를 이진수로 나타낸다. The third byte represents the X coordinate (X counted value of the counter (444X)) a numerical value according to the longitude angle of the X-direction of the joystick 45 as a binary number. 제 4 바이트째는 조이스틱(45)의 Y방향의 경사각도에 따른 수치인 Y좌표(Y카운터(444Y)의 계수치)를 이진수로 나타낸다. The fourth byte represents the Y coordinate (count value of the Y counter (444Y)) the value of the angle of inclination of the Y-direction of the joystick 45 as a binary number. 각 X, Y좌표치는 각각 8비트의 이진수로 표시되기 때문에 이것을 10진수로 변환하면 조이스틱(45)의 경사각도를 1∼255까지의 수치로 나타낼 수 있다. Each X, Y coordinate values ​​may be indicative of the angle of inclination of converting it to a decimal joystick 45 because the display in the 8-bit binary number respectively to the numeric values ​​from 1-255. 또한 최상위 비트를 음의 값을 나타내는 구조에 이용하면 조이스틱(45)의 경사각도를 -128∼127까지의 수치로 나타낼 수 있다. Also it may represent the tilt angle of the joystick 45. With the structure that represents the value of the most significant bit to a negative value to the -128~127.

다음으로 화상처리장치(10)와 컨트롤러(40)과의 사이의 데이터의 송수신 및 컨트롤러(40)로부터의 데이터에 따른 대상의 이동제어에 관한 동작을 설명한다. Next will be described the operation of the movement control of the object according to the data from the image processing device 10 and controller 40, and transmission and reception controller 40 of the data between the.

우선 도 11의 화상처리장치(10)의 CPU(11)의 플로우어챠트를 참조하여 화상처리에 관한 설명을 행한다. First, with reference to the flow chart of the control CPU (11) of the image processing apparatus 10 of Figure 11 is carried out by the description of the image processing. 스텝(S11)에서 CPU(11)는 도 5의 프로그램데이터 영역(202)에 기억되어 있는 초기치(도시하지 않음)에 기초하여 초기설정을 행한다. Performs the initial setting on the basis of initial values ​​(not shown) in CPU (11) in the step (S11) is stored in the program data area 202 of FIG. 이 스텝(S11)에서는 CPU(11)는 예를 들면 RAM(14)의 속도데이터영역(142)(도 4)에 대상의 이동속도의 초기치를 설정한다. In this step (S11) The CPU (11), for example, it sets the initial value of the moving speed of the target in the speed data region 142 (FIG. 4) of the RAM (14).

다음에 스텝(S12)에서 CPU(11)은 프로그램데이터 영역(202)에 기억되고 있는 컨트롤러패드데이터요구 커맨드를 RCP 내지 버스제어회로(12)로 출력한다. Then the CPU (11) in the step (S12) outputs a controller pad data request command being stored in the program data area 202 to the RCP to the bus control circuit 12. 따라서이 스텝(S12)에 있어서 CPU(11)는 그 때의 컨트롤러(40)로부터의 도 10에 나타난 바와 같이 커맨드를 받아 그것을 각 채널의 커맨드 수납장소(174a∼174d)에 저장한다. CPU (11) according to Thus, this step (S12) and stores it in the command storage space (174a~174d) of each channel receives a command as shown in Figure 10 from the controller 40 at the time. 따라서 이 때 X카운터(444X) 및 Y카운터(444Y)의 카운터 값이 XY좌표데이터로서 CPU(11)에 부여된다. Therefore, when the counter value of counter X (444X) and the Y counter (444Y) is given to the CPU (11) as XY coordinate data.

다음으로 스텝(S12a)에 있어서 CPU(11)는 각 채널의 커맨드수납장소(174a∼174d)(도 6)에 저장된 컨트롤러(40)로부터 조이스틱데이터에 따라서 대상의 위치변경처리를 실행한다. Next, CPU (11) in the step (S12a), and executes the displacement processing of the target in accordance with joystick data from the controller 40 is stored in the command storage space (174a~174d) (Fig. 6) of each channel. 다만 이 스텝(S12a)은 후에 도 14를 참조하여 상세히 설명한다. However, the step (S12a), see Fig. 14 will be described in detail later.

다음으로 스텝(S13)에서 CPU(11)는 도 5의 프로그램데이터 영역(202)에 기억되어 있는 프로그램 및 화상데이터 영역(201)에 기초한 소정의 화상처리를 행한다. Next, CPU (11) in the step (S13) performs a predetermined image processing based on the program and the image data region 201 stored in the program data area 202 of FIG. 또 CPU(11)가 스텝(S13)을 실행하고 있는 때에 버스제어회로(12)는 도 12에 나타낸 스텝(S21-S24)을 실행하고 있다. In addition has a CPU (11) executing the steps (S21-S24) shown in the bus control circuit 12 is 12, when running the step (S13). 다음으로 스텝(S14)에서 CPU(11)는 도 3의 컨트롤러패드데이터 영역(141)에 기억되고 있는 컨트롤러패드데이터에 기초하여 화상데이터를 출력한다. Next, CPU (11) in the step (S14), and outputs the image data on the basis of the controller pad data that is stored in the controller pad data area 141 of FIG. 스텝(S14)을 종료한 후에 CPU(11)는 스텝(S12)-스텝(S14)을 반복하여 실행한다. After completion of the step (S14) CPU (11) has a step (S12) - repeatedly executes the step (S14).

RCP 내지 제어회로(12)의 동작을 도 12를 이용하여 설명한다. It will be described with reference to Figure 12 the operation of the RCP to control circuit 12. 스텝(S21)에서 버스제어회로(12)는 CPU(11)가 컨트롤러데이터의 요구커맨드(컨트롤러(40)의 스위치데이터 또는 확장장치(50)의 데이터 등에 대한 요구명령)을 출력할지 않할지를 판단한다. It is determined whether the bus control circuit 12 in the step (S21) is not to output the CPU (11) is (request command for such data from the controller 40 switches the data or the expansion unit 50 of) the controller data from the request command . 컨트롤러요구 커맨드가 출력되어 있지 않다면 출력을 위해 대기한다. If not, the controller waits for a request command is outputted to the output. 컨트롤러요구커맨드가 출력되어 있다면 스텝(S22)으로 이동한다. If the request command is output controller moves to the step (S22). 스텝(S22)에서 버스제어회로(12)는 컨트롤러제어회로(17)에 컨트롤러(40)의 데이터를 판독하기 위한 커맨드를 출력한다. Bus control circuit in the step (S22) (12) outputs a command for reading out data from the controller 40 to the controller control circuit 17. 다음으로 스텝(S23)에서 버스제어회로(12)는 컨트롤러제어회로(17)가 컨트롤러(40)로부터 데이터를 수신하여 RAM(174)에 기억시키는지를 판단한다. Next to receive data from the step (S23), the bus control circuit 12 includes a controller control circuit 17, the controller 40 determines whether from that stored in the RAM (174). 버스회로(12)는 컨트롤러제어회로(17)가 컨트롤러(40)로부터 데이터를 수신하여 RAM(174)에 기억하고 있지 않으면 버스제어회는 스텝(S23)에서 대기하고, 컨트롤러제어회로(17)는 컨트롤러(40)로부터 데이터를 수신하여 RAM(174)에 저장하고, 스텝(S24)으로 이동한다. Bus circuit 12, a controller control circuit 17 does receive data from the controller 40 is not stored in the RAM (174), the bus control circuit waits in step (S23), the controller control circuit 17 is to receive data from the controller 40 is stored in the RAM (174), and shifts to the step (S24). 스텝(S24)에서 버스제어회로(12)는 컨트롤러제어회로(17)의 RAM(174)에 기억되고 있는 컨트롤러(40)의 데이터를 RAM(14)으로 전송한다. Bus control circuit in the step (S24) (12) transmits the data of the controller 40 being stored in the RAM (174) of the controller control circuit 17 to the RAM (14). 버스제어회로(12)믐 RAM(14)의 데이터전송이 끝나면 스텝(S21)로 뒤돌아와 스텝(S21)-스텝(S24)의 동작을 반복한다. After the data transfer bus control circuit 12 meum RAM (14) and back to the step (S21), the step (S21) - repeats the operation of the step (S24).

또한 도 11 및 도 12의 플로우챠트에서 버스제어회로(12)는 RAM(174)으로부터 RAM(14)으로 데이터를 전송한 후, CPU(11)가 RAM(14)에 기억된 데이터를 처리한 예를 나타내지만 CPU(11)가 버스제어회로(12)를 통해서 직접 RAM(174)의 데이터를 처리해도 좋다. In addition, for example, by the bus control circuit 12 in the flowchart of Figure 11 and 12 after transmitting the data to the RAM (14) from the RAM (174), CPU (11) processes the data stored in the RAM (14) represents a may be CPU (11) is directly process the data in the RAM (174) via a bus control circuit 12.

도 13은 컨트롤러제어회로(17)의 동작을 설명하기 위한 플로우챠트인다. Indazol 13 is a flowchart for explaining the operation of the controller control circuit 17. 스텝(S31)에 있어서 버스제어회로(12)로부터의 입력대기의 유무가 판단된다. The presence or absence of input of the air from the bus control circuit 12 is determined at the step (S31). 입력대기하지 않으면 데이터전송제어회로(171)는 버스제어회로(12)로부터 입력대기가 있을 때까지 대기한다. If the input to the standby data transfer control circuit 171 waits until an input air from the bus control circuit 12. 입력대기가 있다면 다음 스텝(S32)에서 데이터전송제어회로(171)가 제 1∼제4 채널에 대한 커맨드 및/ 또는 데이터(이하「커맨드/데이터」로 약칭함)를 RAM(174)에 기억시킨다. If the input and stores the waiting and then (sometimes hereinafter abbreviated "command / data"), the data in the step (S32) the transmission control circuit 171, command and / or data for the first to fourth channels in the RAM (174) . 스텝(S33)에 있어서 제 1채널의 커맨드/데이터가 커넥터(181)에 접속되어 있는 컨트롤러(40)에 송신된다. In the command / data for the first channel it is transmitted to the controller 40 which is connected to the connector 181 to the step (S33). 제어회로(442)는 커맨드/데이터에 기초하여 소정의 동작을 행하고 화상처리장치(10)에 송신해야 하는 데이터를 출력한다. The control circuit 442 outputs the data to perform a predetermined operation based on the command / data be transmitted to the image processor 10. 이 데이터의 내용은 이후 제어회로(442)의 동작설명에서 기술된다. The content of this data is described in the Explanation of the subsequent control circuit 442. 스텝(S35)에서 제 2 채널의 커맨드/데이터가 컨트롤러(40)에 송신된다. The command / data for the second channel at the step (S35) is sent to the controller 40. 제어회로(442)는 이커맨드/데이터에 기초하여 소정의 동작을 행하고 화상처리장치(10)에 송신해야 하는 데이터를 출력한다. The control circuit 442 outputs the data based on yikeo mandrel / data performs a predetermined operation be transmitted to the image processor 10. 스텝(S36)에서 제 2채널의 데이터전송 및 입력처리가 행해진다. The data transfer processing and the input of the second channel is performed in the step (S36). 또 스텝(S37)에서 제 3채널의 커맨드/데이터가 컨트롤러(40)에 송신된다. In the command / data in the third channel at the step (S37) it is sent to the controller 40. 제어회로(442)는 이 커맨드/데이터에 기초하여 소정의 동작을 행하고 화상처리장치(10)에 송신해야 하는 데이터를 출력한다. The control circuit 442 outputs the data based on this command / data to perform a predetermined operation be transmitted to the image processor 10. 스텝(S38)에서 제 2 채널의 데이터전송 및 입력처리가 행해진다. In the step (S38) is performed, the data transmission and processing of the second input channel. 또한 스텝(S39)에서 제 4 채널의 커맨드/데이터가 컨트롤러(40)에 송신된다. In addition, the command / data for the fourth channel in the step (S39) is sent to the controller 40. 컨트롤러(40)의 제어회로(442)는 이 커맨드/데이터 기초하여 소정의 동작을 행하고 화상처리장치(10)에 송신해야 하는 데이터를 출력한다. The control circuit 442 of the controller 40 outputs the data on the basis of the commands / data to perform a predetermined operation be transmitted to the image processor 10. 스텝(S40)에 있어서 제 4 채널의 데이터 전송 및 입력처리가 행해진다. The method is performed and the data transfer process of the fourth input channel to the step (S40). 계속해서 스텝(S41)에서 데이터전송제어회로(171)가 스텝(S34, S36, S38 및 S40)에서 수신한 데이터를 일거하여 버스제어회로(12)로 전송한다. Continuously it transmits to the step (S41) the data transfer control circuit 171, a step (S34, S36, S38 and S40) by eliminating a bus control circuit 12 one data received from.

상기와 같이 하여 제 1 채널로부터 제 4 채널의 데이터, 즉 커넥터(181∼184)에 접속되어 있는 각 컨트롤러(40)에 대하여 커맨드 및 각 컨트롤러(40)로 부터 판독해야만 하는 조작상태데이터가 시분할처리에 의해 데이터전송제어회로(171)와 각 컨트롤러(40)내의 제어회로(442)의 사이에서 전송된다. Data of the fourth channel from the first channel in the manner described above, that is, the operation state data that must be read from the command, and each controller (40) for each controller 40 is connected to the connector (181-184), the time division processing by it is transferred between the data transfer control circuit 171 and control circuit 442 in each controller (40).

도 14를 참조하여 도 11의 스텝(S12a)을 상세하게 설명한다. To Fig. 14 will be described in the step (S12a) of Fig. 11 in detail. 도 14의 최초의 스텝(S301)에서 CPU(11)는 컨트롤러(40)로부터의 조이스틱데이터, 즉 X좌표데이터 및 Y좌표데이터를 보정한다. The first CPU (11) in the step (S301) of Fig. 14 corrects the joystick data, i.e., the X coordinate data and Y coordinate data from the controller 40. 조이스틱(45)(도 7)은 도 15에 나타난 바와 같이 편면내의 8각형의 범위(451)로 경사가능하게 구성되어 있기 때문에 이 스텝(S301)에서는 8각형의 경사범위의 데이터를 도 15에 나타내는 원형의 범위(452)의 데이터로 변환 내지 보정한다. Joystick 45 (Figure 7) is a step (S301) because it is configured so as to be inclined at an octagonal range 451 in the in the one side as shown in Figure 15, shown in Figure 15 the data from the tilt range of the octagon is converted to correction to the data of the range 452 is circular. 다만 이 보정 스텝은 특히 실행될 필요는 없다. However, the correction step is not necessary in particular to be executed. 결국 8각형의 경사범위의 데이터 그대로 이후의 각 스텝을 실행하도록 해도 좋다. End may be to execute each step of after as in the reclining range octagonal data.

또한 이 스텝(S301)에서는 도 15에 나타난 바와 같이 조이스틱(45)의 XY좌표데이터를 UV평면내의 좌표데이터(u, v)로 변환한다. In addition, the XY coordinate data of the joystick 45. As shown in Figure 15 In this step (S301) is converted into coordinate data (u, v) in the UV plane. 이 때 조이스틱(45)의 최대경사량이 「1」로 정규화되고 있다. At this time, the amount of maximum inclination of the joystick 45 is normalized to "1". 즉 조이스틱(45)는 도 15의 UV편면내에 있어서는 -1.0 ≤u≤ 1.0 및 -1.0 ≤v≤ 1.0 의 범위에서 경사된다. I.e. the joystick 45 is inclined in a range of In ≤u≤ -1.0 1.0 -1.0 and 1.0 in the UV ≤v≤ one side of Fig. 이것은 후술하는 바와 같이 대상이동속도 S를 계산할 때에 2승곡선을 사용하기 때문에 저속영역을 상대적으로 확대되기 위함이다. This is to be expanded to a relatively low speed range because the use of square curve in calculating a target movement speed S, which will be described later. 이와 같이 함으로써 이와 같이 함으로써 대상을 상당히 천펀히 동시킬 수가 있다. As the target, by this way it is possible to significantly cloth peonhi copper by like.

계속해서 스텝(S302, S303 및 S304)에서 CPU(11)는 보정된 조이스틱데이터(u, v)에 기초하여 다음 수학식 1, 2 및 3에 따라서 조이스틱(45)의 경사량L,대상의 이동속도S 및 이동방향α를 각각 계산 내지 검출한다. Subsequently a step (S302, S303 and S304) from the CPU (11) is the corrected joystick data (u, v) to tilt L, movement of the target in the following equation (1), a joystick according to the second and third (45) based on the speed S and the moving direction α respectively calculated to detect.

[수학식 1] Equation 1

Figure pct00001

[수학식 2] Equation (2)

Figure pct00002

[수학식 3] [Equation 3]

Figure pct00003

여기서 L은 조이스틱의 경사량, u, v는 각 축U, V의 경사량(좌표위치), S는 대상의 이동속도, max-speed는 대상의 자주최대속도(예를 들면, 32cm/ 프레임), α : 대사의 이동방향이다. Where L is the tilt of the joystick, u, v are each axis U, V tilt (coordinate positions), S is the movement speed, max-speed of the target is (for example, 32cm / frames) often maximum speed of the target in , α: a direction of movement of the metabolism. 상기 수학식 3은 삼차원 공간에 있어서 대상의 이동방향α는 조이스틱(45)의 경사방향과 카메라 각과의 상대관계에 따라서 결정하는 것을 의미한다. Equation (3) means for determining in accordance with the relation between the inclination direction and a camera angle and the direction of movement α is the joystick 45, the target according to the three-dimensional space.

이와 같이 하여 스텝(S302, S303 및 S304)에서 수학식 1, 2 및 3에 따라서 조이스틱의 경사량L, 대상의 이동속도S 및 이동방향α를 각각 계산한 후 스텝(S305)에서 CPU(11)는 RAM(14)의 속도데이터영역(142)에 저장되고 있는 전프레임의 대상의 실제의 이동속도(S1)와 스텝(S303)에서 계산한 속도 S를 비교하여 양자가 같은지를 판단한다. In this way, CPU (11) in the step (S302, S303, and S304) a step (S305) after each calculation the inclination amount L, the moving speed S and the direction of movement α of the subject of the joystick according to the equation 1, 2 and 3 in judges both are equal, compared to a speed S calculated at the RAM actual moving speed of the subject 14, the previous frame held in the speed data region 142 of the (S1) and the step (S303). 만약 양자가 불일치(S1≠S)하면 다음 스텝(S306)에서 CPU(11)는 S1>S 인지를 판단힌다. If both are inconsistent (S1 ≠ S) If the CPU in the next step (S306) (11) is S1> hinda determine whether the S.

스텝(S306)에서 "NO"라고 판단되면 스텝(S307)에서 가속처리가 실행되고, “YES”라고 판단되면 스텝(S308)에서 감속처리가 실행된다. If the determination results in "NO" at step (S306) the acceleration process is executed in the step (S307), if the determination results in "YES" the deceleration process is executed at step (S308). 스텝(S307)의 가속처리에서는 수학식 4에 따라서 전 프레임의 실제의 이동속도(S1)에 소정의 가속도A를 가산한다. In the acceleration process at the step (S307) is added to a predetermined acceleration A to the actual moving speed (S1) of the previous frame according to Equation (4). 다만 가속도A는 일예로서 수학식 5에 부여된다. However, acceleration A is given in equation (5) as an example.

[수학식 4] [Equation 4]

S=S``1+A S = A + S``1

[수학식 5] [Equation 5]

A`=1.1-S`1`/`43.0 A` = 1.1-S`1` / `43.0

또한 스텝(S308)의 감속처리에서는 수학식 6에 따라서 전 프레임의 실제의 이동속도(S1)로부터 소정의 감속도B를 감산한다. In addition, the deceleration process at the step (S308) subtracts the predetermined degree of deceleration from the actual moving speed B (S1) of the previous frame according to Equation (6). 다만 감속도B는 일예로서 수학식 7로 부여된다. However, the deceleration B is given by Equation (7) as an example.

[수학식 6] [Equation 6]

S=S``1-B`` S = S``1-B``

[수학식 7] [Equation 7]

B=`2.0 B = `2.0

또한 수학식 5에 있어서 가속도A를 전 프레임의 속도(S1)에 기초하여 결정하도록 한 이유는 급속한 속도변화를 회피하기 위함이다. Further reasons for determining on the basis of the acceleration A according to equation (5) around the frame rate (S1) is intended to avoid the rapid speed change. 또한 수학식 7식에서는 감속도B를 정수로서 설정했지만 가속도A와 같이 전 프레임에 있어서 이동속도(S1)의 관계로서 설정하도록 해도 좋다. Also may be set as a relation of the moving speed (S1) in the previous frame as in Equation (7), but the acceleration A expression deceleration set to B, as an integer. 또한 가속도A를 일정치로 해도 좋다. In addition, the acceleration A may be a political one.

스텝(S305)에 있어서 "YES"라고 판단된 때에는 스텝(S307 또는 S308)을 실행한 때와 같이 스텝(S309)으로 진행한다. When it is judged as "YES" in the step (S305) the process proceeds to step (S309) such as when executing the step (S307 or S308). 스텝(S309)에서는 스텝(S303)에서 계산한 이동속도S, 스텝(S307)에서 구한 이동속도S 또는 스텝(S308)에서 구한 이동속도S 중 어느 것을 RAM(14)의 속도데이터 영역(142)에 입력, 속도데이터를 갱신한다. A movement speed S, the step (S307) the moving speed S or step speed data region 142 of the moving speed which RAM (14), that of S obtained in (S308) obtained from the calculation in the step (S303) in the step (S309) and updates the input data rate.

다음에 스텝(S310)에서는 이와 같이 하여 결정된 이동속도S에 기초하여 대상의 위치 "x" 및 "z"를 수학식 8 및 9에 따라서 계산한다. Next step (S310) the moving speed S determined on the basis of the thus calculated position of the target along the "x" and "z" in equation 8 and 9. 결국 벡터양S와 벡터각α에 의해 대상의 위치를 결정한다. Finally it determines the position of the target by the vector amount S and the vector angle α.

[수학식 8] [Equation 8]

x`=x`+`S TIMES sin alpha x` = x` + `S TIMES sin alpha

[수학식 9] [Equation 9]

z`=`z+S TIMES cos alpha z` = `z + cos alpha S TIMES

스텝(S311)에서 CPU(11)는 수학식 8 및 9로 구한 위치데이터를 버스제어회로, 즉 RCP(12)로 출력한다. CPU (11) in the step (S311), and outputs the position data determined by the following formula 8 and 9 to the bus control circuit, i.e. RCP (12). 따라서 RCP(12)에서는 부여된 대상위치데이터에 따라서 신호처리 및 화상처리를 실행하고 화상데이터를 I/O제어(12)를 통해서 D/A컨버트(16)에 출력한다. Therefore, RCP 12 executes the signal processing and image processing according to the given target position data and outputting the image data to the D / A-conversion (16) through the I / O control 12.

이와 같이 하여 상기의 실시예에서는 컨트롤러(40)의 조이스틱(45)의 경사량데이터에 기초하여 대상의 이동방향 및 이동량(이동속도)이 결정되고 그것에 의해 삼차원 공간에서 대상의 위치가 변화된다. In this way by the above embodiments on the basis of inclined amount data of the joystick 45 of the controller 40, the moving direction and the moving amount (moving speed) of the object it is determined and it is the target position is changed in three-dimensional space by. 결국 디스플레이(32)(모니터(30))의 다음 프레임에서는 대상의 그 변화된 위치에 표시된다. In the next frame, the end of the display 32 (monitor 30) is displayed on the changed position of the object.

본 발명이 상세하게 설명되고 도시되지만 그것은 단순한 해도 및 일예로서 이용된 것이고, 한정이라고 이해할 수 있는 것은 아님이 분명하며, 본 발명의 정신 및 범위는 첨부된 청구의 문언에 의해서 한정된다. The present invention has been specifically described and illustrated, but it will be utilized as a simple example and obviously is not necessarily limited, and it can be appreciated, the spirit and scope of the invention is defined by the wording of the appended claims.

Claims (17)

  1. 디스플레이에 접속되어 프로그램에 따라 삼차원 공간에 존재하는 대상을 상기 디스플레이에 표시하는 화상데이터를 발생하는 화상처리장치와 기단이 자유롭게 회동하도록 지지되고 자유단이 조작자에 의해서 조작되는 조작부재를 포함하며, 상기 조작부재의 움직임에 따라서 상기 화상데이터에 변화를 발생시키는 조작장치를 포함하는 삼차원 화상표시 게임시스템에 있어서, Is connected to a display in accordance with a program and supported the target existing in the three-dimensional space to the image processing apparatus and a base end for generating an image data freely rotated to display on the display, and includes an operation member which is a free end operated by the operator, the Therefore, the movement of the operating member in the three-dimensional image display game system including an operating device that generates a change in the image data,
    상기 조작장치는 상기 조작부재의 제 1 방향성분과 제 2 방향성분을 포함하는 경사량을 검출하여 경사량 데이터를 출력하는 경사량 데이터 출력수단을 포함하며, It said operating device includes an inclination amount data output means for outputting inclination amount data by detecting the tilt amount including a first direction component and a second component direction of the operation member,
    상기 화상처리장치는 The image processing apparatus
    상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향에 대응하는 방향을 결정하는 방향결정 수단, Direction determination means for determining a direction corresponding to the inclination direction of said operating member based on the inclination amount data,
    상기 방향결정 수단에 의해 결정된 방향과 상기 대상을 카메라 위치로부터 본 카메라각에 기초하여 삼차원 공간에 있어서 대상의 이동방향을 결정하는 이동방향 결정수단, Travel direction determining means for determining the direction of movement of the object in the three-dimensional space on the basis of the direction and the destination determined by said direction determination means to the camera angle from the camera position,
    상기 경사량 데이터에 기초하여 상기 대상을 상기 디스플레이의 1 프레임에서 이동해야만 하는 이동량을 결정하는 이동량 결정수단, Movement amount determination means for determining the moving amount based on the inclination amount data have to move the object in one frame of the display,
    상기 이동방향 결정수단에 의해 결정된 상기 이동방향과 상기 이동량 결정수단에 의해 결정된 상기 이동량에 기초하여 삼차원 공간에 있어서 상기 카메라 위치에서 본 상기 대상의 위치를 결정하는 대상 위치결정수단 및 The mobile object positioning means based on the movement amount determined by the movement direction and the movement amounts determining means determined by the direction determination means for determining the position of the said object from the camera position in the three-dimensional space, and
    상기 대상 위치결정수단에 의해 결정된 대상 위치에 상기 대상을 표시하기 위한 화상 데이터를 발생하는 화상데이터 발생수단을 구비하는 것을 특징으로 하는 삼차원 화상표시 게임시스템. Three-dimensional image display game system characterized in that the target position determined by said object position determining means having an image data generating means for generating image data for displaying the object.
  2. 제 1 항에 있어서, According to claim 1,
    상기 이동량결정수단은 상기 경사량 데이터에 기초하여 상기 이동량을 계산하는 제 1 계산수단, 직전의 상기 대상의 실제 이동량을 기억하는 이동량 기억수단, 상기 이동량 기억수단의 상기 실제의 이동량과 상기 제 1 계산수단의 상기 이동량을 비교하는 비교수단 및 상기 비교수단의 비교결과에 따라서 상기 계산수단으로 계산한 이동량을 증감하는 이동량 변화수단을 구비하는 것을 특징으로 하는 삼차원 화상 표시 게임시스템. The moving amount determining means determines the first calculation means, movement amount storage means, the movement amount from the first calculation of the actual of said moving amount storing means that stores an actual moving amount of the object immediately before the calculating the movement amount based on the inclination amount data, comparison means and the three-dimensional image display game system comprising: a moving amount change means for increasing or decreasing the amount of movement calculated by the calculation means according to the comparison result of the comparing means for comparing the amount of movement of the means.
  3. 제 2 항에 있어서, 3. The method of claim 2,
    상기 제 1 계산수단은 상기 경사량 데이터에 의해 이동량을 계산하고, 그 이동량과 소정치에 의해 상기 이동량을 계산하는 것을 특징으로 하는 삼차원 화상표시 게임시스템. It said first calculation means is a three-dimensional image display game system, characterized in that for calculating the amount of movement by the inclination amount data, and calculates the amount of movement by the movement amount and the predetermined value.
  4. 제 2 항에 있어서, 3. The method of claim 2,
    상기 이동량 변화수단은 상기 이동량 기억수단의 이동량의 함수에 따라서 상기 이동량을 증감하는 것을 특징으로 하는 삼차원 화상표시 게임시스템. The shift amount changing means is a three-dimensional image display game system characterized in that the increasing or decreasing the movement amount according to a function of the amount of movement of said moving amount storing means.
  5. 제 2 항에 있어서, 3. The method of claim 2,
    상기 이동량 변화수단은 일정치에 따라서 상기 이동량을 증감하는 것을 특징으로 하는 삼차원 화상표시 게임시스템. The movement amount change means according to the constant value a three-dimensional image display game system characterized in that the increase and decrease the amount of movement.
  6. 제 1 항 내지 제 5 항 중 어느 한 항에 있어서, The method according to any one of claims 1 to 5,
    상기 이동방향 결정수단은 상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향을 계산하는 제 2 계산수단을 포함하고, 상기 경사방향 및 카메라각에 기초하여 상기 이동방향을 결정하는 것을 특징으로 하는 삼차원 화상표시 게임시스템. The moving direction determination means are three-dimensional, characterized in that for determining the direction of movement by a second calculating means for calculating the inclination direction of said operating member based on the inclination amount data, based on the inclination direction and a camera angle image-display game system.
  7. 디스플레이에 접속되어 프로그램에 따라서 삼차원 공간에서 존재하는 대상을 상기 디스플레이에 표시하는 화상데이터를 발생하는 화상처리장치와 기단이 자유롭게 회동하도록 지지되고 자유단이 조작자에 의해 조작되는 조작부재 및 상기 조작부재의 제 1 방향성분과 제 2 방향성분을 포함하는 경사량을 검출하여 경사량 데이터를 출력하는 경사량 데이터 출력수단을 포함하며, 상기 조작부재의 움직임에 따라서 상기 화상 데이터에 변화를 발생시키는 조작장치를 포함하는 삼차원 화상표시 게임시스템의 상기 화상 데이터를 발생하기 위한 프로그램을 기억하는 프로그램 기억매체에 있어서, Is connected to a display according to a program, and supporting a target that exists in the three-dimensional space, the image processing apparatus and the base end so as to freely rotate for generating image data to be displayed on the display operations that the free end manipulated by the operator member and the operating member the detecting the tilt including a first direction component and a second direction component comprises inclined amount data output means for outputting inclination amount data, and thus the movement of the operating member a control device that generates a change in the image data in the program storage medium storing a program for generating the image data of the three-dimensional image display game system including,
    상기 프로그램은 The program comprising:
    (a) 상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향에 대응하는 방향을 결정하고; (A) based on the inclination amount data, and determines the direction corresponding to the inclination direction of said operating member;
    (b) 상기 스텝(a)에서 결정된 방향과 상기 대상을 카메라위치에서 본 카메라 각에 기초하여 삼차원 공간에 있어서 대상의 이동방향을 결정하고; (B) and on the basis of the determined direction and the destination in the step (a) with the camera in each camera location to the moving direction of the object in the three-dimensional space;
    (c) 상기 경사량 데이터에 기초하여 대상을 상기 디스플레이의 1 프레임에서 이동해야만 하는 이동량을 결정하고; (C) determining the amount of movement that must be moved to the destination based on the inclination amount data in one frame of the display;
    (d) 상기 스텝(b)에서 결정된 상기 이동방향과 상기 스텝(c)에서 결정된 상기 이동량에 기초하여 삼차원 공간에 있어서 상기 카메라 위치에서 본 상기 대상의 위치를 결정하며; (D) and based on the movement amount determined in the step (b) the direction of movement and the step (c) determined in the determining the location of the said object from the camera position in the three-dimensional space;
    (e) 상기 스텝(d)에서 결정된 대상의 위치에 상기 대상을 표시하기 위한 화상데이터를 발생시키는 것을 특징으로 하는 프로그램 기억매체. (E) a program storage medium, comprising a step of generating image data for displaying the object at a position of the target determined in the step (d).
  8. 제 7 항에 있어서, The method of claim 7,
    상기 화상처리장치는 상기 대상의 실제 이동량을 기억하는 기억수단을 포함하고, The image processing apparatus includes storage means for storing the actual moving amount of the object,
    상기 프로그램은 (c1) 상기 경사량데이터에 기초하여 이동량을 구하고, (c2) 상기 기억수단에 기억된 실제 이동량과 구해진 이동량을 비교하며, (c3) 비교결과에 따라서 상기 구해진 이동량을 증감하는 것을 특징으로 하는 프로그램 기억매체. The program is characterized in that increase or decrease the (c1) moving amount obtained by the movement amount based on the inclination amount data, (c2) comparing the actual movement amount and the determined amount of movement stored in said storage means, obtained above according to the comparison result (c3) program storage medium of.
  9. 제 8 항에 있어서, The method of claim 8,
    상기 프로그램은 상기 경사량 데이터에 기초하여 계산된 이동량과 소정치에 의해 상기 이동량을 구하는 것을 특징으로 하는 프로그램 기억매체. The program comprising a program storage medium, characterized in that by a movement amount and a predetermined value calculated based on the inclination amount data to obtain the amount of movement.
  10. 제 8 항에 있어서, The method of claim 8,
    상기 프로그램은 상기 이동량 기억수단에 기억된 이동량의 함수에 따라서 상기 구해진 이동량을 증감하는 것을 특징으로 하는 프로그램 기억매체. The program comprising a program storage medium, characterized in that the increasing or decreasing the determined moving amount in accordance with a function of the amount of movement stored in said moving amount storing means.
  11. 제 8 항에 있어서, The method of claim 8,
    상기 프로그램은 일정치에 따라서 상기 구해진 이동량을 증감하는 것을 특징으로 하는 프로그램 기억매체. The program comprising a program storage medium, characterized in that the increasing or decreasing the determined moving amount in accordance with a predetermined value.
  12. 제 7 항 내지 제 11 항 중 어느 한 항에 있어서, A method according to any one of claims 7 to 11,
    상기 프로그램은 The program comprising:
    (a1) 상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향을 계산하며; (A1), and calculating the inclination direction of said operating member based on the inclination amount data;
    (a2) 상기 경사방향 및 상기 카메라각에 기초하여 상기 이동방향을 결정하는 것을 특징으로 하는 프로그램 기억매체. (A2) a program storage medium, characterized in that for determining the moving direction based on the inclination direction and a camera angle.
  13. 저장된 프로그램에 따라 삼차원공간에서 대상을 표시하기 위한 디스플레이와 함께 사용하기 위한 삼차원 화상표시 게임시스템에 있어서, 상기 시스템은 화상처리장치 및 조작제어장치를 포함하고, In the three-dimensional image display game system for use with a display for displaying an object in three-dimensional space according to the stored program, the system comprising an image processing apparatus and an operation control unit,
    상기 조작제어장치는 The operation control apparatus
    기단이 자유롭게 회동하도록 지지되고 자유단이 조작자에 의해서 조작되는 조작부재를 포함하며, 상기 조작부재의 움직임에 따라서 상기 화상 데이터에 변화를 발생하고, 상기 조작부재의 제 1 방향성분과 제 2 방향성분을 포함하는 경사량을 검출하는 경사량 데이터 출력 검출기를 포함하며, Is supported so as to free the proximal pivoting free end comprises an operation member that is operated by the operator, the first direction component and a second component direction of the operation member in accordance with the movement of the operating member and generating a change in the image data, includes an inclined amount data output detector for detecting the tilt amount, including,
    상기 화상처리장치는 The image processing apparatus
    상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향에 대응하는 방향을 결정하는 방향결정회로, Direction determination circuit for determining a direction corresponding to the inclination direction of said operating member based on the inclination amount data,
    상기 방향결정회로에 의해 결정된 방향과 삼차원 공간에서 상기 대상을 조작자가 바라본 시야각에 기초하여 삼차원 공간에 있어서 대상의 이동 방향을 결정하는 이동방향 결정회로, Movement direction decision circuit in the direction of the three-dimensional space determined by the direction determination circuit, based on the target field of view seen by the operator determine the direction of movement of the object in the three-dimensional space,
    상기 디스플레이 상에서 상기 대상의 이동량을 결정하는 이동량 결정회로, Shift amount determining circuit for determining an amount of movement of the object on the display,
    상기 이동방향 결정회로에 의해 결정된 상기 이동방향과 상기 이동량 결정회로에 의해 결정된 상기 이동량에 기초하여 삼차원 공간에 있어서 상기 대상의 위치를 결정하는 대상 위치결정회로, 및 Based on the movement amount determined by the movement direction and the movement amounts determining circuit determined by the mobile direction determination circuit according to the three-dimensional spatial position determining circuit for determining a target position of the object, and
    상기 대상 위치결정회로에 의해 결정된 대상 위치에 상기 대상을 표시하기 위한 화상 데이터를 발생하는 화상데이터 발생회로를 포함하고, The target position determined by said object position determining circuit, and an image data generation circuit for generating image data for displaying the object,
    상기 대상이 전진 이동하게 하기 위해 상기 조작부재가 움직여야 하는 방향은 상기 시야각에 실질적으로 대응하는 각도만큼 상기 조작 제어 장치의 전진 방향으로부터 오프셋되는 것을 특징으로 하는 삼차원 화상표시 게임시스템. Three-dimensional image display game system which is characterized in that the target is offset from a forward direction of said operating control device by an angle corresponding substantially to the direction of the field of view in which the operating member to move in order to move forward.
  14. 디스플레이에 접속되어 삼차원 공간에 존재하는 대상을 상기 디스플레이에 표시하는 화상 데이터를 발생하는 화상처리장치와 기단이 회전가능하게 지지됨과 동시에 자유단이 조작자에 의해 조작되는 조작부재 및 상기 조작부재의 경사량 및 방향을 검출하여 경사량 데이터를 출력하기 위한 경사량 데이터 검출기를 포함하며, 상기 조작부재의 움직임에 따라서 상기 화상 데이터에 변화를 생기게 하는 조작제어장치를 포함하고, 상기 화상 데이터를 생성하기 위한 프로그램을 저장하기 위한 제거가능한 프로그램 저장 매체를 포함하는 삼차원 화상처리 시스템에서, 상기 화상 처리 시스템을 동작시키는 방법에 있어서, 상기 방법은 Is connected to the display soon as the image processing apparatus and a base end for generating image data representing the object present in the three-dimensional space on said display is rotatably supported at the same time tilt of the operating member and the operating member is a free end manipulated by the operator and by detecting the direction comprise a tilt data detector for outputting inclination amount data, and thus the movement of the operating member includes an operation control apparatus for causing a change in the image data, a program for generating the image data in removing the three-dimensional image processing system including an a program storage medium for storing, in the method of operating the image processing system, the method comprising:
    (a) 상기 경사 데이터 및 삼차원 공간에서 상기 대상을 조작자가 바라본 시야각에 기초하여 삼차원 공간에 있어서 대상의 이동방향을 결정하는 이동방향을 결정하고, 여기서, 상기 대상이 전진 이동하게 하기 위해 상기 조작부재가 움직여야 하는 방향은 상기 시야각에 실질적으로 대응하는 각도만큼 상기 조작제어장치의 전진 방향으로부터 오프셋되고, (A) the operating member in order to determine the movement direction determining the direction of movement of the object in the three-dimensional space on the basis of the target in the viewing angle by the operator when viewed, where, the object is moved forward at the inclination data and the three-dimensional space the move direction is offset from a forward direction of said operating control device by an angle corresponding substantially to that of the field of view,
    (b) 상기 경사 데이터에 기초하여 상기 대상이 상기 디스플레이 상에서 이동해야만 하는 이동량을 결정하고, (B), and that the target data on the basis of the slope determines the amount of movement that must be moved on the display,
    (c) 상기 이동 방향 및 상기 이동량에 따라서 삼차원 공간에서 상기 대상의 위치를 결정하며, (C) determining the position of said target in three-dimensional space depending on the moving direction and the moving amount,
    (d) 상기 결정된 위치에 상기 대상을 표시하기 위한 화상 데이터를 출력하는것을 특징으로 하는 화상처리시스템 동작방법. (D) image processing system and method of operation, characterized in that for outputting image data for displaying the object to the determined position.
  15. 디스플레이에 접속되고, 저장된 프로그램에 따라서 삼차원 공간에서 존재하는 대상을 상기 디스플레이에 표시하는 화상데이터를 발생하는 화상처리장치와 기단이 자유롭게 회동하도록 지지되고 자유단이 조작자에 의해 조작되는 조작부재 및 상기 조작부재의 제 1 방향성분과 제 2의 방향성분을 포함하는 경사량을 검출하여 경사량 데이터를 출력하는 경사량 데이터 출력 검출기를 포함하며, 상기 조작부재의 움직임에 따라서 상기 화상데이터에 변화를 발생시키는 조작제어장치를 포함하고, 상기 화상 데이터를 발생하기 위한 프로그램을 저장하는 제거가능한 저장장치를 포함하는 삼차원 화상표시 게임시스템에서, 상기 화상처리장치를 동작시키는 방법에 있어서, 상기 방법은 Is connected to a display, in accordance with the stored program is not a subject existing in a three-dimensional space, the image processing apparatus and the base end so as to freely rotate for generating image data to be displayed on the display to the free end operation to be operated by the operator member and the operation by detecting the tilt amount including a first direction component and a direction component of the second member includes an inclined amount data output detector for outputting an inclination amount data, and thus the movement of the operating member for generating a change in the image data includes an operation control unit, and in the three-dimensional image display game system that includes a removable storage device for storing a program for generating the image data, a method for operating the image processing apparatus, the method comprising:
    (a) 상기 경사량 데이터에 기초하여 상기 조작부재의 경사방향에 대응하는 방향을 결정하고; (A) based on the inclination amount data, and determines the direction corresponding to the inclination direction of said operating member;
    (b) 상기 스텝(a)에서 결정된 방향과 상기 대상을 조작자가 바라본 시야각에 기초하여 삼차원 공간에 있어서 대상의 이동방향을 결정하고, 여기서, 상기 대상이 전진 이동하게 하기 위해 상기 조작부재가 움직여야 하는 방향은 상기 시야각에 실질적으로 대응하는 각도만큼 상기 조작제어장치의 전진 방향으로부터 오프셋되고; (B) on the basis of the determined direction and the destination in the step (a) the field of view by the operator as viewed to determine the direction of movement of the object in the three-dimensional space, wherein said target to which the operating member to move in order to move forward direction is offset from a forward direction of said operating control device by an angle corresponding substantially to the view angle;
    (c) 상기 경사량에 기초하여 상기 대상이 상기 디스플레이 상에서 이동해야만 하는 이동량을 결정하고; (C), and wherein the target on the basis of the tilt determining the amount of movement that must be moved on the display;
    (d) 상기 스텝(b)에서 결정된 상기 이동방향과 상기 스텝(c)에서 결정된 상기 이동량에 기초하여 삼차원 공간에 있어서 상기 대상의 위치를 결정하며, (D) determining the position of said target in three-dimensional space on the basis of the movement amount determined in the step (b) the direction of movement and the step (c) determined in,
    (e) 상기 스텝(d)에서 결정된 위치에 상기 대상을 표시하기 위한 화상데이터를 발생시키는 것을 특징으로 화상처리장치 동작방법. (E) how the image processing apparatus operation characterized in that for generating image data for displaying the object at a position determined in the step (d).
  16. 비디오 게임 시스템 콘솔의 동작을 제어하기 위한 휴대용 저장장치에 있어서, A portable storage device for controlling the operation of a video game system console,
    상기 비디오 게임 시스템 콘솔은 삼차원 환경을 시뮬레이션하는 표시를 생성하기 위해 비디오 게임 프로그램을 실행하는 게임 프로그램 실행 처리 시스템, 및 조이스틱 제어부재를 가진 적어도 하나의 플레이어 컨트롤러를 가지며, Said video game system console having at least one player controller with a game program executing processing system, and a joystick control member playing the video game program to create a display that simulates a three-dimensional environment,
    상기 비디오 게임 실행 처리 시스템은 상기 표시를 변경하기 위해 상기 플레이어 컨트롤러에 의해 발생된 데이터에 응답하고, The video game execution processing system and in response to the data generated by said player controller to change the display,
    상기 휴대용 저장 장치는, The portable storage device,
    비디오 게임 지령 및 그래픽 데이터를 저장하기 위한 메모리 매체; The memory medium for storing video game instructions and graphics data; And
    상기 비디오 게임 지령 및 상기 그래픽 데이터를 상기 메모리 매체로부터 상기 비디오 게임 콘솔로 결합시키기 위한 커넥터를 포함하고, Said video game instructions and the graphics data from the memory medium and a connector for coupling to the video game console,
    상기 비디오 게임 지령은 상기 게임 프로그램 실행 처리 시스템이 플레이어에 의해 제어되는 대상을 표시하게 하고, 상기 플레이어에 의해 제어되는 대상의 움직임의 방향을 제어하기 위한 조이스틱 위치의 변경에 응답하게 하고, 상기 캐릭터의 움직임의 속도를 제어하기 위한 조이스틱 경사의 변화량에 응답하게 하는 지령들을 포함하고, The video game command is to respond to changes in joystick position for the display of the target is a game program executing processing system to be controlled by the player, and controlling the direction of the target movement is controlled by the player, of the character It includes a command to respond to the change amount of the tilt joystick for controlling the speed of movement, and
    상기 플레이어에 의해 제어되는 대상이 전진 이동하게 하기 위해 상기 조이스틱이 움직여야 하는 방향은 상기 플레이어에 의해 제어되는 대상이 상기 비디오 게임 시스템의 플레이어에 의해 보여지는 시야각에 실질적으로 대응하는 각도만큼 상기 조이스틱의 전진 방향으로부터 오프셋되는 것을 특징으로 하는 휴대용 저장 장치. The direction in which the object controlled by the player is the joystick to move in order to move forward will move the joystick by the angle to the object controlled by the player substantially corresponding to the field of view seen by the player of the video game system portable storage device, characterized in that the offset from the direction.
  17. 삼차원 환경을 시뮬레이션하는 표시를 생성하기 위해 비디오 게임 프로그램을 실행하는 게임 프로그램 실행 처리 시스템을 가진 비디오 게임 시스템 콘솔, 및 Video game system console having a game program executing processing system to run a video game program to create a display that simulates a three-dimensional environment, and
    상기 게임 프로그램 실행 처리 시스템이 플레이어에 의해 제어되는 대상을 표시하게 하고, 상기 플레이어에 의해 제어되는 대상이 다양한 속도로 움직이게 하는 지령을 포함하는 비디오 게임 지령을 저장하기 위한 메모리를 갖는 휴대용 저장 장치와 함께 사용하는 플레이어 컨트롤러에 있어서, 상기 컨트롤러는 To display the destination is the game program executing processing system to be controlled by the player, and with a removable storage device having a memory for storing video game instructions including an instruction that is the target to be controlled by the player to move at different speeds in the player using the controller, wherein the controller
    복수의 제어 키; A plurality of control keys;
    조이스틱 제어부재; A joystick control member;
    조이스틱의 각도 회전량을 나타내는 데이터를 생성하는 검출회로; Detection circuit for generating the data representing the angle of rotation amount of the joystick; And
    상기 게임 프로그램 실행 처리 시스템으로부터의 커맨드에 응답하여, 상기 게임 프로그램 실행 처리 시스템으로 상기 조이스틱의 각도 회전량을 나타내는 데이터를 전송하고, 상기 복수의 키의 상태를 나타내는 데이터를 전송하는 처리회로를 포함하고, In response to a command from said game program executing processing system and transmitting the data representing the angle of rotation amount of the joystick in the game program executing processing system, and a processing circuit for transmitting data representing the state of the plurality of keys ,
    상기 플레이어에 의해 제어되는 대상이 전진 이동하게 하기 위해 상기 조이스틱이 움직여야 하는 방향은 상기 플레이어에 의해 제어되는 대상이 상기 비디오 게임 시스템의 플레이어에 의해 보여지는 시야각에 실질적으로 대응하는 각도만큼 상기 조이스틱의 전진 방향으로부터 오프셋되는 것을 특징으로 하는 플레이어 컨트롤러. The direction in which the object controlled by the player is the joystick to move in order to move forward will move the joystick by the angle to the object controlled by the player substantially corresponding to the field of view seen by the player of the video game system player controller characterized in that the offset from the direction.
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